Member Rgr2005 Posted January 9, 2016 Member Report Share Posted January 9, 2016 The problem i have is the following : -I unwrapped my UVs fine -I then baked my normals (with the default shader & name correspondance for baking unchecked as it seemed to cause problem) -Normals are fine in the paint room I tried exporting the object from the retopo room (Export Retopo Object) & from the paint room (Export Object & Textures), and in those 2 cases, i get a weird UVW mapping in C4D : Also, in the Retopo room, i can't move retopo meshes in other UV Sets. I tried with my mesh selected or not in the Retopo room, with the initial object layer selected in the Voxtree or not... Anybody has ideas ? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted January 9, 2016 Contributor Report Share Posted January 9, 2016 I see the same features in the normal map as in the C4D render. So explain further the "weird" aspect as it appears to be what one would expect from the normal map. When you try to 'move' meshes in Retopo, are they selected in your UV editor? Quote Link to comment Share on other sites More sharing options...
Member Rgr2005 Posted January 9, 2016 Author Member Report Share Posted January 9, 2016 (edited) Thanks for the answer Tony. I'll answer here so it can help people in the future... My normal map looks & renders like this, which i don't think is right Edited January 9, 2016 by Rgr2005 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 9, 2016 Report Share Posted January 9, 2016 To use tangent normal map help your workflow ? Quote Link to comment Share on other sites More sharing options...
Member Rgr2005 Posted January 9, 2016 Author Member Report Share Posted January 9, 2016 I'm sorry Carlosan i'm not sure what you mean. I tried with both Tangent Normal map & World Normal Map (but i read the tangent is better for deforming objects, correct me if i'm wrong). It seems the problem comes from the Uvs themselves. Any ideas ? As i said i just unwrapped in 3DC, and tried exporting the mesh from the retopo room & the paint room with textures. The 2 are messed up.... Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 9, 2016 Reputable Contributor Report Share Posted January 9, 2016 (edited) First from your picture it appears you have a problem in your uv unwrapping. The lower right uv island is overlapping itself in the right bottom part of the uv island. You can see the problem area in the uv editor and the texture editor / normal map If you are also having a shading problem that could be due to using the wrong Normal map preset under the Edit \ Menu \ Preferences. Check you will see there are several and which one works for C4D, I do not know I would advise fix the first issue and run a test to see if your problem is fixed . If all is well then you good to go. Change the normal map preset in preferences if you still are having shading issues. Tangent normal map is indeed better for animation. Edited January 10, 2016 by digman Quote Link to comment Share on other sites More sharing options...
Member Rgr2005 Posted January 14, 2016 Author Member Report Share Posted January 14, 2016 (edited) Thanks Digman for your answer. I did another new model, as simple as possible to test with normal maps & displacement. I still have the same problem as you can see : Edited January 14, 2016 by Rgr2005 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 14, 2016 Report Share Posted January 14, 2016 Do you have one uvgroup and one uvset ? At RetopoRoom, could you please File > Export Retopo Object > export obj At C4D > import obj Assign a simple checker Post the result screen capture Quote Link to comment Share on other sites More sharing options...
Member Rgr2005 Posted January 14, 2016 Author Member Report Share Posted January 14, 2016 I have one UVSet. I'm not sure of what you call UV group... BTW i found the answer to my previous questions, i was not able to move the retopo mesh to a UVSet. And finally found you had to be in Faces mode for it to be working. That being said, here's the screen capture you asked, it's the same as i had when exporting objects & textures from the paint room (previous screen cap). Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 14, 2016 Report Share Posted January 14, 2016 hmmm... could you share the exported obj to look it on another app. ty Quote Link to comment Share on other sites More sharing options...
Member Solution Rgr2005 Posted January 14, 2016 Author Member Solution Report Share Posted January 14, 2016 Ok so i solved the messed up uv's when importing in C4D by selecting the 3ds Max preset in the OBJ import window ! But now i have 2 more problems : -the first one is that seams appears at each island's border. I haven't put any seams with the same named tool in the retopo room but thought this was just to "relax" the island when unwrapping, in places where there are sharp or narrow shapes... -the second one is that displacement doesn't seems to do much. I tried increasing the strength, height etc with no luck... Quote Link to comment Share on other sites More sharing options...
Member domis Posted January 31, 2017 Member Report Share Posted January 31, 2017 I have the exact same problem. I've only imported a lowpoly model from C4D which is rigged and done UV mapping in 3Dcoat. When i export it back to C4D and apply the tag to the model i exported out it works perfect, but when i place the tag on the rigged one (which is exactly the same) the result get messed up like the picture above. Is there something i should be aware of in the import or export from 3Dcoat to get the right results? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2017 Report Share Posted January 31, 2017 Are you using Constructor settings at export ? This C4D settings helps ? Quote Link to comment Share on other sites More sharing options...
Member domis Posted January 31, 2017 Member Report Share Posted January 31, 2017 (edited) Thanks for your quick reply Carlosan. No, that did not help. I can explain exactly what i have done: 1. i model, rigged and animated 2. pulled out my model from the rig removed all tags that might cause any conflicts on export. 3. exported the model to 3Dcoat 4. unwrapped 5. imported back obj with new UV 6. placed the new uv tag to the model i used to export out of c4d, which was rigged. works. But when i place the tag on the rigged one, even if i pull it out of the rig again it get messy. When i move the tiles V or U they all move in all directions like they order of the polygons have changed or each poly got their own uvset. So weird Im thanksful for all reponse, im stressing out here thinking of deadline (If i use "keep UV" instead of automapping on import into UVroom 3Dcoat crashes) Edited January 31, 2017 by domis Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2017 Report Share Posted January 31, 2017 Are you using the latest version ? Quote Link to comment Share on other sites More sharing options...
Member domis Posted January 31, 2017 Member Report Share Posted January 31, 2017 I got version 4.19. I see there is a version 4.23 out. I can try that, but doubt that solve my problem. Can it be the point order is changed under import or export from 3dcoat? Since from the looks of it the polygons/points are all over the place, or or in the wrong order. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2017 Report Share Posted January 31, 2017 Can it be the point order is changed under import or export from 3dcoat ? can be... what if you export using another file format ? can you post pics of your export/import settings ? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted January 31, 2017 Contributor Report Share Posted January 31, 2017 I think it's a skinning issue with the C4D rig. I use Cactus Dan's tool so I can't speak to the native rigging, but it seems likely that the new skinning should be done as any editing of the character would require this. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2017 Report Share Posted January 31, 2017 I think this too, but need to know if 3DC is changing vertex order at export, we dont have any report about this issue anyway. To ask in C4D forum can help too. http://www.c4dcafe.com/ipb/forums/ Quote Link to comment Share on other sites More sharing options...
Member domis Posted January 31, 2017 Member Report Share Posted January 31, 2017 Ok, i've tried tonns of things now. I grabbed the model BEFORE i had skinned/rigged the model, which is only lowpoly with symmetry on. Did the whole process with the same funky results. After that i tried export and import all options aviable, obj,fbx,dae ect with no luck. Then i thought it could be symmetry that is doing something with the point order when i collaps it into one shape, but after several tries i still cant get it to work. Starting to get desperate, give me a hint what i should try and ill try it. I've attached import settings. The other forums which i have posted this have not a logical solution. Quote Link to comment Share on other sites More sharing options...
Member domis Posted January 31, 2017 Member Report Share Posted January 31, 2017 (edited) I believe this is a user here, which even doing this in Cinema4D, this should work perfectly!: God damnit! To be clear, when i import the obj from 3Dcoat into cinema the UV is correct, its when i apply the new UV tag to the other model (which is the same) the problem occure. Edited January 31, 2017 by domis Quote Link to comment Share on other sites More sharing options...
Member domis Posted January 31, 2017 Member Report Share Posted January 31, 2017 OK solved at last! Sorry if this is something i should have known, but this is the first time i've encountered this in this workflow. I had to delete the UV tag on the model, then generate UVW coordinates so the model gets a new fresh UV layout, then export to do the UV unwrapping. Then export back to cinema 4d with fbx. That solved it. Thanks for all the help and support, so important. 1 Quote Link to comment Share on other sites More sharing options...
Member Keith1961 Posted February 18, 2017 Member Report Share Posted February 18, 2017 Hi I'm posting this picture in the hope that someone can explain what has happened. I can't work out how to place seams before baking and when I move them after seams appear in the place where they were originally on the the Normalmap layer. Any pointers would be appreciated. Best regards Keith Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.